Changing timescale

Post » Sun Nov 29, 2015 5:40 am

So...anyone tried to slow the timescale, yet? Some older games - and I'm pretty sure Skyrim is not among them, since I played it for around 600 hours modified like that - had some issues with that. AI packages went rogue and so on. In Skyrim I played with a timescale of 6. 1 minute realtime is 6 minutes ingame time, so an ingame hour takes 10 real minutes and you'd have around 2 real hours of sunlight and 2 real hours of night time.

Currently, and as with Skyrim, timescale is set to 20. Which means you get around 36 real minutes between sunrise and sunset, then another 36 minutes of night. It's much, much too fast imho.

Anyone did try and change the timescale yet? Any side effects?

Oh btw...here is how it goes: Open the console and type "set timescale to x" without the exclamation marks and x being the desired number. You can always check your defined timescale by typing "show timescale".

User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Sun Nov 29, 2015 3:57 am

Timescale, if I recall, is default at 30 as it is in every other TES/Fallout game if memory serves.

User avatar
Far'ed K.G.h.m
 
Posts: 3464
Joined: Sat Jul 14, 2007 11:03 pm

Post » Sun Nov 29, 2015 5:28 am

show timescale revealed it to be at 20 though, as it was in Skyrim. 30 would be even quicker...

Well I guess I'll just give it a try. It worked perfectly fine in Skyrim and it even automatically saves into the savegame, so no need for a real mod.

User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Sun Nov 29, 2015 10:34 am

In Skyrim I had no problems with a timescale at 10. In New Vegas, my char would sometimes die on loading a game with timescale at 10, but not when the timescale is at 12. So, now I always play with timescale 12 which doesn't have any problems in Oblivion, Skyrim, New Vegas (at least for me). Haven't tried this with FO4 though, but because the engine is almost the same as Skyrim I guess it will work the same.

User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Sun Nov 29, 2015 12:40 am

I've been playing with 12 since the beginning, and there's no issues.

I believe the problems in previous games occurred when using extremely slow or extremely fast timescales.
User avatar
Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Sat Nov 28, 2015 9:46 pm

Thanks. What I expected. 600 hours Skyrim with timescale 6 should've made me confident enough, but I wanted to hear at least one other opinion. :D

User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Sun Nov 29, 2015 8:09 am

Hrm, default timescale changed to 20? That's an unusual change to the game and I checked, their past games are indeed at 30. Makes me wonder why the change. I usually set timescale to 5 but change it back to default before I do a wait or sleep. Not sure if that is even necessary anymore either as if I tried sleeping for long period on past games with a low timescale, *Crash*

User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Sun Nov 29, 2015 1:08 pm

Don't think it's necessary. Though I repeat myself, let me say it again: Almost 600 hours of Skyrim with timescale 6. And despite the usual glitches I never had any major breakdown with it, like broken quests or AI malfunctions. ;)

User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Sun Nov 29, 2015 9:58 am

Didnt messing with the time scale cause problems in previous games? I remember modders saying use at your own risk. If there was a problem what exactly was it?

I like the idea of having longer days and nights, it'll make you appreciate them more. Especially when mods comes out that makes night darker, we will be stuck in the hellish chaos for a long while and love to see the sight of the sun.

User avatar
April D. F
 
Posts: 3346
Joined: Wed Mar 21, 2007 8:41 pm

Post » Sun Nov 29, 2015 12:16 am

In Oblivion, AI could break because some of it was time-sensitive in some way. Dunno how it worked exactly, but it broke anyway. Skyrim did not share these problems though. Been playing with timescale set to 6 for a couple of hours in Fallout 4 already...seems to work fine. The whole quest in Concord - and it looked heavily scripted - went without any issue. :)

User avatar
MARLON JOHNSON
 
Posts: 3377
Joined: Sun May 20, 2007 7:12 pm

Post » Sun Nov 29, 2015 6:46 am

IF I set it to 6 will it save with the save file? Or will I have to readjust it everytime I play?

User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Sun Nov 29, 2015 2:29 am

It gets saved, once is enough.
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am


Return to Fallout 4